I just got build 14 alpha 8 installed and running. Everything seems to work fine but as soon as I go from the map screen to sea near the shore of Redmond it CTD's in the middle of loading. I checked all over but I can't search CTD. Searching with the word crash is a bad idea too.
That was under nathaniel hawk's scenario. I play as Blaze Devlin who starts out in Redmond and I can leave and enter redmond fine. Does this make any sense?
If I play as Blaze Devlin or others there is no tavern owner, shipwright, merchants or governor.
Error log.
<u></u>
<div class='codetop'>CODE</div><div class='codemain' style='height:200px;white-space
re;overflow:auto'>COMPILE ERROR - file: Locations\init\QuestLocations.c; line: 11
Invalid Expression
COMPILE ERROR - file: Locations\init\QuestLocations.c; line: 11
Invalid Expression
COMPILE ERROR - file: Locations\init\QuestLocations.c; line: 11
Invalid Expression
COMPILE ERROR - file: Locations\init\QuestLocations.c; line: 11
Invalid Expression
COMPILE ERROR - file: Locations\init\QuestLocations.c; line: 11
Invalid Expression
COMPILE ERROR - file: Locations\init\QuestLocations.c; line: 11
Invalid Expression
COMPILE ERROR - file: Locations\init\QuestLocations.c; line: 11
Invalid Expression
COMPILE ERROR - file: Locations\init\QuestLocations.c; line: 11
Undeclared identifier: ISLAND_02_COLONY_01
RUNTIME ERROR - file: storyline\standard\\Locations\init\QuestLocations.c; line: 1086
function must return value
RUNTIME ERROR - file: storyline\standard\\Locations\init\QuestLocations.c; line: 1086
function 'LocationInitQuestLocations' stack error
COMPILE ERROR - file: characters\characters_init.c; line: 353
function 'CreateTempQuestEnemyCharacters' not found
COMPILE ERROR - file: characters\characters_init.c; line: 353
function 'CreateGameCharacters' stack error
RUNTIME ERROR - file: Characters\init\Officers.c; line: 1007
integer function return reference value
RUNTIME ERROR - file: storyline\standard\\Characters\init\Officers.c; line: 937
function must return value
RUNTIME ERROR - file: storyline\standard\\Characters\init\Officers.c; line: 937
function 'CreateOfficersCharacters' stack error
COMPILE ERROR - file: Locations\init\QuestLocations.c; line: 11
Invalid Expression
COMPILE ERROR - file: Locations\init\QuestLocations.c; line: 11
Invalid Expression
COMPILE ERROR - file: Locations\init\QuestLocations.c; line: 11
Invalid Expression
COMPILE ERROR - file: Locations\init\QuestLocations.c; line: 11
Invalid Expression
COMPILE ERROR - file: Locations\init\QuestLocations.c; line: 11
Invalid Expression
COMPILE ERROR - file: Locations\init\QuestLocations.c; line: 11
Invalid Expression
COMPILE ERROR - file: Locations\init\QuestLocations.c; line: 11
Invalid Expression
COMPILE ERROR - file: Locations\init\QuestLocations.c; line: 11
Undeclared identifier: ISLAND_02_COLONY_01
RUNTIME ERROR - file: storyline\standard\\Locations\init\QuestLocations.c; line: 1086
function must return value
RUNTIME ERROR - file: storyline\standard\\Locations\init\QuestLocations.c; line: 1086
function 'LocationInitQuestLocations' stack error
RUNTIME ERROR - file: storyline\standard\quests\both_reaction.c; line: 325
Missed array index
RUNTIME ERROR - file: quests\quests.c; line: 414
invalid index -1 [size:1750]
RUNTIME ERROR - file: quests\quests.c; line: 414
function 'CharacterFromID' stack error
RUNTIME ERROR - file: characters\characters_login.c; line: 195
Using reference variable without initializing
RUNTIME ERROR - file: characters\characters_login.c; line: 195
AClass ERROR n1
RUNTIME ERROR - file: characters\characters_login.c; line: 195
function 'ChangeCharacterAddressGroup' stack error
</div>
Compile log
<div class='codetop'>CODE</div><div class='codemain' style='height:200px;white-space
re;overflow:auto'>Gauging: StartGauging
Gauging: starting init
Gauging: interface
==> BuildSettings: Sets to default
==> BuildSettings: New settings applied
Gauging: load build settings
Gauging: periods
Gauging: nations
Gauging: preprocessor
Init encounters complete.
Gauging: enc
Gauging: cann
Gauging: ships
Gauging: islands
Init weathers complete. 352 weathers found.
Gauging: weather
Gauging: perks
InitModels: Total number of models: 480
Gauging: models
InitSounds (English): created 62 entries.
InitSounds (common): total sounds - 191
InitMusic: created 42 entries.
InitGreetings: created 247 entries.
InitTalks: created 20 entries.
Gauging: Aliases
Gauging: sound
Gauging: goods
Main_LogoVideo() 0
PauseAllSounds
proc_break_video()
ResumeAllSounds
Main_LogoVideo() -1
Gauging: initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
Gauging: wdmap
Gauging: islands
Number of locations: 680
Gauging: locations
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Items initialization complete. Loaded 500 items.
Gauging: items
Gauging: char
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
Gauging: towns
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
Gauging: load options
InitSounds (English): created 62 entries.
InitSounds (common): total sounds - 191
InitMusic: created 42 entries.
InitGreetings: created 247 entries.
InitTalks: created 20 entries.
Gauging: Aliases
Gauging: infoshow
Gauging: initgame done
Init character names complete.
SETTING MUSIC: music_main_menu
Init character names complete.
==> BuildSettings: New settings applied
InitSounds (English): created 62 entries.
InitSounds (common): total sounds - 191
InitMusic: created 42 entries.
InitGreetings: created 247 entries.
InitTalks: created 20 entries.
SETTING MUSIC:
==> BuildSettings: New settings applied
Init character names complete.
Gauging: start new game
Gauging: ng iface
Gauging: periods
Gauging: start NPC init
Gauging: done NPC init
::Completing characters initialisation - CHARACTERS_QUANTITY = 232::
Gauging: done second pass through char array
Gauging: characters
Gauging: ng initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
Gauging: wdmap
Gauging: islands
Number of locations: 680
Gauging: locations
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Items initialization complete. Loaded 500 items.
Gauging: items
Gauging: char
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
Gauging: towns
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
Gauging: load options
InitSounds (English): created 62 entries.
InitSounds (common): total sounds - 191
InitMusic: created 42 entries.
InitGreetings: created 247 entries.
InitTalks: created 20 entries.
Gauging: Aliases
Gauging: infoshow
Gauging: ng initgame stop
Gauging: start reinit
Gauging: preprocessor
InitModels: Total number of models: 480
Gauging: Models
Gauging: nosave
Gauging: RM mod and rumors
Gauging: shipberthing
Gauging: CRs
Gauging: KR mod
Init character names complete.
Gauging: fill stores
Gauging: update all towns
Gauging: itrade update
Gauging: Enc Officers
Gauging: CabinCaptains
Gauging: FBQ
Gauging: reinit stop
running qcase beg
Gauging: initial relations
Gauging: characters groups
Gauging: load mch in first
Made change of cabin and deck parameters for Lugger1
!!! Reload to 602
ItemLogic: On load location Tutorial_Deck
ItemLogic: found 0 buttons
Gauging: done load mch in first
Started with tutorial.
SETTING MUSIC: music_gorod_2
LAi_type_actor_EndDialog -> LAi_type_actor_Reset
locator_name = reload1 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 602
reload_island_index = -1
reload_location_index = 593
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
Whr_UpdateWeather start weather update Time: 10:24
Whr_UpdateWeather finish weather update
ItemLogic: On load location ShipDeck1
ItemLogic: found 0 buttons
SETTING MUSIC: music_spokplavanie
locator_name = boatr lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 593
reload_island_index = -1
reload_location_index = 92
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
Whr_UpdateWeather start weather update Time: 10:24
Whr_UpdateWeather finish weather update
ItemLogic: On load location Oxbay_port
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\Antidote
ItemLogic -> randItem spawn: no model for item Oxbay_port.indian4
::: QUESTMOVIE: StartQuestMovie func call
::: QUESTMOVIE: StartQuestMovie func complete
::: QUESTMOVIE: start in Tut_StartTalkInPort
SETTING MUSIC: music_eng_town
IT ch Oxbay_Street_merchant_1 has no items tree
IT for Oxbay_Street_merchant_1, town Oxbay size 805, raw quality set to 1
IT tradetype checked street, now Stall
IT tradetype assign to chr, now Stall
IT for Oxbay_Street_merchant_1, quality set to 1
IT dropped low quality weapon (blade1-1) in favor of higher quality (blade1+1)
IT dropped low quality weapon (blade2-1) in favor of higher quality (blade2+1)
IT dropped low quality weapon (blade4-1) in favor of higher quality (blade4+1)
IT dropped low quality weapon (pistol1-2) in favor of higher quality (pistol1)
IT dropped low quality weapon (pistol1-1) in favor of higher quality (pistol1+2)
IT traded with trader 1 times
IT traded with trader 2 times
::: QUESTMOVIE: EndQuestMovie func call
::: QUESTMOVIE: EndQuestMovie func proceed
::: QUESTMOVIE: end in Tut_ReloadToOxbay
</div>
That was under nathaniel hawk's scenario. I play as Blaze Devlin who starts out in Redmond and I can leave and enter redmond fine. Does this make any sense?
If I play as Blaze Devlin or others there is no tavern owner, shipwright, merchants or governor.
Error log.
<u></u>
<div class='codetop'>CODE</div><div class='codemain' style='height:200px;white-space

Invalid Expression
COMPILE ERROR - file: Locations\init\QuestLocations.c; line: 11
Invalid Expression
COMPILE ERROR - file: Locations\init\QuestLocations.c; line: 11
Invalid Expression
COMPILE ERROR - file: Locations\init\QuestLocations.c; line: 11
Invalid Expression
COMPILE ERROR - file: Locations\init\QuestLocations.c; line: 11
Invalid Expression
COMPILE ERROR - file: Locations\init\QuestLocations.c; line: 11
Invalid Expression
COMPILE ERROR - file: Locations\init\QuestLocations.c; line: 11
Invalid Expression
COMPILE ERROR - file: Locations\init\QuestLocations.c; line: 11
Undeclared identifier: ISLAND_02_COLONY_01
RUNTIME ERROR - file: storyline\standard\\Locations\init\QuestLocations.c; line: 1086
function must return value
RUNTIME ERROR - file: storyline\standard\\Locations\init\QuestLocations.c; line: 1086
function 'LocationInitQuestLocations' stack error
COMPILE ERROR - file: characters\characters_init.c; line: 353
function 'CreateTempQuestEnemyCharacters' not found
COMPILE ERROR - file: characters\characters_init.c; line: 353
function 'CreateGameCharacters' stack error
RUNTIME ERROR - file: Characters\init\Officers.c; line: 1007
integer function return reference value
RUNTIME ERROR - file: storyline\standard\\Characters\init\Officers.c; line: 937
function must return value
RUNTIME ERROR - file: storyline\standard\\Characters\init\Officers.c; line: 937
function 'CreateOfficersCharacters' stack error
COMPILE ERROR - file: Locations\init\QuestLocations.c; line: 11
Invalid Expression
COMPILE ERROR - file: Locations\init\QuestLocations.c; line: 11
Invalid Expression
COMPILE ERROR - file: Locations\init\QuestLocations.c; line: 11
Invalid Expression
COMPILE ERROR - file: Locations\init\QuestLocations.c; line: 11
Invalid Expression
COMPILE ERROR - file: Locations\init\QuestLocations.c; line: 11
Invalid Expression
COMPILE ERROR - file: Locations\init\QuestLocations.c; line: 11
Invalid Expression
COMPILE ERROR - file: Locations\init\QuestLocations.c; line: 11
Invalid Expression
COMPILE ERROR - file: Locations\init\QuestLocations.c; line: 11
Undeclared identifier: ISLAND_02_COLONY_01
RUNTIME ERROR - file: storyline\standard\\Locations\init\QuestLocations.c; line: 1086
function must return value
RUNTIME ERROR - file: storyline\standard\\Locations\init\QuestLocations.c; line: 1086
function 'LocationInitQuestLocations' stack error
RUNTIME ERROR - file: storyline\standard\quests\both_reaction.c; line: 325
Missed array index
RUNTIME ERROR - file: quests\quests.c; line: 414
invalid index -1 [size:1750]
RUNTIME ERROR - file: quests\quests.c; line: 414
function 'CharacterFromID' stack error
RUNTIME ERROR - file: characters\characters_login.c; line: 195
Using reference variable without initializing
RUNTIME ERROR - file: characters\characters_login.c; line: 195
AClass ERROR n1
RUNTIME ERROR - file: characters\characters_login.c; line: 195
function 'ChangeCharacterAddressGroup' stack error
</div>
Compile log
<div class='codetop'>CODE</div><div class='codemain' style='height:200px;white-space

Gauging: starting init
Gauging: interface
==> BuildSettings: Sets to default
==> BuildSettings: New settings applied
Gauging: load build settings
Gauging: periods
Gauging: nations
Gauging: preprocessor
Init encounters complete.
Gauging: enc
Gauging: cann
Gauging: ships
Gauging: islands
Init weathers complete. 352 weathers found.
Gauging: weather
Gauging: perks
InitModels: Total number of models: 480
Gauging: models
InitSounds (English): created 62 entries.
InitSounds (common): total sounds - 191
InitMusic: created 42 entries.
InitGreetings: created 247 entries.
InitTalks: created 20 entries.
Gauging: Aliases
Gauging: sound
Gauging: goods
Main_LogoVideo() 0
PauseAllSounds
proc_break_video()
ResumeAllSounds
Main_LogoVideo() -1
Gauging: initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
Gauging: wdmap
Gauging: islands
Number of locations: 680
Gauging: locations
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Items initialization complete. Loaded 500 items.
Gauging: items
Gauging: char
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
Gauging: towns
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
Gauging: load options
InitSounds (English): created 62 entries.
InitSounds (common): total sounds - 191
InitMusic: created 42 entries.
InitGreetings: created 247 entries.
InitTalks: created 20 entries.
Gauging: Aliases
Gauging: infoshow
Gauging: initgame done
Init character names complete.
SETTING MUSIC: music_main_menu
Init character names complete.
==> BuildSettings: New settings applied
InitSounds (English): created 62 entries.
InitSounds (common): total sounds - 191
InitMusic: created 42 entries.
InitGreetings: created 247 entries.
InitTalks: created 20 entries.
SETTING MUSIC:
==> BuildSettings: New settings applied
Init character names complete.
Gauging: start new game
Gauging: ng iface
Gauging: periods
Gauging: start NPC init
Gauging: done NPC init
::Completing characters initialisation - CHARACTERS_QUANTITY = 232::
Gauging: done second pass through char array
Gauging: characters
Gauging: ng initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
Gauging: wdmap
Gauging: islands
Number of locations: 680
Gauging: locations
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Items initialization complete. Loaded 500 items.
Gauging: items
Gauging: char
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
Gauging: towns
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
Gauging: load options
InitSounds (English): created 62 entries.
InitSounds (common): total sounds - 191
InitMusic: created 42 entries.
InitGreetings: created 247 entries.
InitTalks: created 20 entries.
Gauging: Aliases
Gauging: infoshow
Gauging: ng initgame stop
Gauging: start reinit
Gauging: preprocessor
InitModels: Total number of models: 480
Gauging: Models
Gauging: nosave
Gauging: RM mod and rumors
Gauging: shipberthing
Gauging: CRs
Gauging: KR mod
Init character names complete.
Gauging: fill stores
Gauging: update all towns
Gauging: itrade update
Gauging: Enc Officers
Gauging: CabinCaptains
Gauging: FBQ
Gauging: reinit stop
running qcase beg
Gauging: initial relations
Gauging: characters groups
Gauging: load mch in first
Made change of cabin and deck parameters for Lugger1
!!! Reload to 602
ItemLogic: On load location Tutorial_Deck
ItemLogic: found 0 buttons
Gauging: done load mch in first
Started with tutorial.
SETTING MUSIC: music_gorod_2
LAi_type_actor_EndDialog -> LAi_type_actor_Reset
locator_name = reload1 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 602
reload_island_index = -1
reload_location_index = 593
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
Whr_UpdateWeather start weather update Time: 10:24
Whr_UpdateWeather finish weather update
ItemLogic: On load location ShipDeck1
ItemLogic: found 0 buttons
SETTING MUSIC: music_spokplavanie
locator_name = boatr lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 593
reload_island_index = -1
reload_location_index = 92
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
Whr_UpdateWeather start weather update Time: 10:24
Whr_UpdateWeather finish weather update
ItemLogic: On load location Oxbay_port
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\Antidote
ItemLogic -> randItem spawn: no model for item Oxbay_port.indian4
::: QUESTMOVIE: StartQuestMovie func call
::: QUESTMOVIE: StartQuestMovie func complete
::: QUESTMOVIE: start in Tut_StartTalkInPort
SETTING MUSIC: music_eng_town
IT ch Oxbay_Street_merchant_1 has no items tree
IT for Oxbay_Street_merchant_1, town Oxbay size 805, raw quality set to 1
IT tradetype checked street, now Stall
IT tradetype assign to chr, now Stall
IT for Oxbay_Street_merchant_1, quality set to 1
IT dropped low quality weapon (blade1-1) in favor of higher quality (blade1+1)
IT dropped low quality weapon (blade2-1) in favor of higher quality (blade2+1)
IT dropped low quality weapon (blade4-1) in favor of higher quality (blade4+1)
IT dropped low quality weapon (pistol1-2) in favor of higher quality (pistol1)
IT dropped low quality weapon (pistol1-1) in favor of higher quality (pistol1+2)
IT traded with trader 1 times
IT traded with trader 2 times
::: QUESTMOVIE: EndQuestMovie func call
::: QUESTMOVIE: EndQuestMovie func proceed
::: QUESTMOVIE: end in Tut_ReloadToOxbay
</div>